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Heh, this is kinda cool I've always wanted to make a super streamlined RTS like this. Spent half an hour on this; it plays nicely and I think you captured the essence of RTS's pretty well.

One thing I've noticed is the power dynamics are pretty linear; if you are ahead, you tend to stay ahead, and vice versa if you are behind. Think it'd be cool to have certain nodes be stronger ("supply hubs") to make the maps more interesting, or add some sort of counter system. Might be possible to add complexity without violating the spirit of the project.

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Think it'd be cool to have certain nodes be stronger ("supply hubs") to make the maps more interesting, or add some sort of counter system. Might be possible to add complexity without violating the spirit of the project.﻿

I like this idea. I plan to expand the map editor so that you can change the strength of individual nodes.

I can think of several ways to model the strength of nodes:

Combat bonus: A multiplier for combat effectiveness for the units which occupy the node.

Production volume: The amount of strength increase per time for the units which occupy the node.

Connections from this node to other nodes: Occupying a node is more useful when the time to travel to connected nodes is shorter.